Acrobatic Fools

By Shamus Posted Monday May 22, 2006

Filed under: Rants 13 comments

This is about the dumbest thing I’ve ever seen done with Adobe Acrobat, and that is saying something. I’ve seen companies use PDF files to document various API’s (computer code stuff) for developers. (Note that this is astoundingly annoying, since you can’t cut & paste text out of a PDF.) I’ve seen PDF used for stuff more suited to HTML. Heck, I’ve seen it used for stuff that could go in a simple plaintext file. PDF files are naturally slow, akward, difficult to navigate (no hyperlinks!), and more bandwidth-intensive than they need to be. Once in a while Acrobat is the right tool for the job, but the program is abused far more often than it is used.

But this example takes the cake. It’s a map of Kennywood, a smallish amusement part near Pittsburgh. Instead of being a simple image, the map is made from icons / symbols / vector graphics which draw in very, very gradually. Here is what it looks like when it’s fully rendered:

Kennywood Map

Note that everything on the map is a little doodad that must be drawn. Every tree, every icon, every building, everything. These little bits render a few at a time, slowly filling in the image. On my 2Ghz machine I clocked it at about a minute and a half (!!!) to complete the entire process. Note that if you do anything that requires a re-draw, it must start over at the very beginning. You can’t scroll, or zoom, or switch to another window, or resize the window, or anything else. You just have to sit there and not touch it for 90 seconds while it paints the map a few elements at a time. Note that the most important info – the labels – are drawn last. Most of the time is wasted drawing the little trees.

Pathetic.

Who’s idea was this? I can’t imagine the level of misunderstanding that would lead to developing and distributing a map this way. If they had taken the final map and simply turned it into an image, (as I have done above, took less than a minute) it would have been about 1/5 the download, it wouldn’t have required Acrobat, (which the user might not have) it would have rendered instantly, and it would have allowed the user to scroll around and examine it in detail.

UPDATE: It just keeps getting better:

Acrobat Sucks

 


 

20 Sided Anime

By Shamus Posted Sunday May 21, 2006

Filed under: Nerd Culture 11 comments

I like my polyhedral pics at the top of the page. However, none of them have anything to do with anime or with videogames. The holy grail would be a picture from an anime or a videogame that shows a 20-sided dice, but to date I’ve never seen geek dice appear in either.

But my collection of viewed titles is quite limited. So, to all of you prolific otaku: can anyone think of an anime in which there were some (preferably well-drawn) polyhedral dice? (Ideally in a title that is still in circulation so I could obtain it and get some sceencaps.)

I ask this knowing the effort is futile, but knowing also that I can’t let it go until I ask.

 


 

Maple Story

By Shamus Posted Saturday May 20, 2006

Filed under: Game Reviews 6 comments

Can’t decide if you want to watch anime or play videogames? There’s always this compromise. Maple Story is an anime-styled MMORPG…

Am I the only one who thinks MMORPG is one of the worst acronyms ever? I understand why you would want to type out Massivly Multiplayer Online Role-Playing Game, that’s a whoe lotta text, but MMORPG is just a pain. It doesn’t lend itself to pronunciation. It’s long for an acronym. It bugs me.

…in the classic style of “kill monsters so you can earn XP so you can go up in level so you can fight stronger mosters so you can earn more XP so….” You know, those games.

What’s interesting here is the unique revenue model: The game is free. The software is free. Playing is free. However, customizing your character (clothing, hair, etc) costs real money, which is (get this) handled through Paypal.


Click for grown-up view

I’m told the brat count is a little higher than what you find in your typical game of this sort, due mostly to the pricing model which attracts the kids who don’t have credit cards.

 


 

Filters

By Shamus Posted Friday May 19, 2006

Filed under: Anime 7 comments

I live a pretty sheltered life when it comes to anime-watching.

Start with the entire universe of anime, right in Japan. Now there is way too much coming out at once to even begin to get a handle on it all. But I don’t have to. The funsubbers watch a lot of it, but they usually only translate the stuff they like. This helps the show get some attention among non-Japanese speaking fans, and arguably creates a demand for it elsewhere. So, only shows which are very popular in Japan or which have an anticipated demand will end up getting translated, dubbed, and released in my country.

I’m sure that process filters out a lot of the dreck and a lot of the more esoteric titles. But what’s left is still quite a bit. Hardcore anime fans watch it, and sort it into what sucks and what’s watchable. From that list, avid fans like Steven watch them and in turn subject them to another round of reviews.

And then lightweights like me come along and cherry-pick the best titles to watch. At this point I’m watching a sub-section of a part of a fragment of a portion of all english anime, which is in itself a small chunk of all anime.

It’s possible that there is another layer of even more casual and picky viewers who watch a fraction of the titles covered by people like me, but probably not. I’m pretty sure I’m at the end of the food chain here.

Sometimes I break ranks and dive into some anime without reviewing it first, and the results are rarely satisfying.

For the curious, my current queue is:

  1. Someday’s dreamers: This is a great series, although its taking forever to get through these three discs. I’m only watching it with my wife, and she just started a part-time job. One disc left, and since others have reviewed the series before me, I’m confident the ending will leave me happy.
  2. Last Exile: Not yet started. This is in the queue thanks to suggestions from several readers here. (Thanks)
  3. The World of Narue: Just went into the queue tonight, based on what I read over at Chizumatic. Sounds like another good title for the wife and I.
 


 

One Hundred Million Characters, Part 2

By Shamus Posted Friday May 19, 2006

Filed under: Tabletop Games 22 comments

Based on the comments in the previous post, it seems like many players generate their characters using the following method:

  1. Roll 4d6
  2. Discard the lowest number
  3. Add the remaining three together
  4. Wait until the DM isn’t looking
  5. Write down whatever numbers you want.
  6. Make sure one of them is a 9, just to keep yourself “honest”.

If you could graph these numbers, I bet they would form a very nice curve that peaks around 15.5. People are very predictable when generating “random” numbers.

But let’s look at a few more graphs of character score distributions. Just because. First, the standard character distribution. Roll 4d6 and discard the lowest. It produces the now-familiar curve.

D&D Character probability graph

We’ve seen that. Now, what would it look like if we just roll only three dice and just add them up?

D&D Character probability graph

That really brings the averages down quite a bit. The process of rolling an extra die and discarding the lowest moves scores upwards by about two full points. What if we went the other way, and rolled two extra dice, keeping only the three highest?

D&D Character probability graph

Adding an extra die moves scores up by a point. Now, try rolling twelve six-sided die, and then divide the result by four. This is basically like doing the three dice method above, except we are doing it four times and averaging the results.

D&D Character probability graph

It produces characters pretty much the same as the three-dice method, but the curve is much steeper. The odds against getting a weak or strong character are astronomical. Everyone is going to be more or less the same this way. I know there isn’t a nine-sided die, but what if there was? Let’s roll up our characters using 2d9.

D&D Character probability graph

That produces a very broad curve. In contrast to the one before it, this would give us tremendous variety in character scores. We could have even more variety by rolling a single 18-sided die for each of our stats.

D&D Character probability graph

This produces the broadest distribution so far, which is probably pretty realistic. It also means the average is right around 9, which is “below average” for a human being. We could correct this by rolling 2d18 and discarding the lower, but I think you get the idea by now.

Ok, I’m done with this for now.

 


 

Ping

By Shamus Posted Thursday May 18, 2006

Filed under: Links 6 comments

Here is another reason I’m glad I moved to Hosting Matters a couple of days ago. Any hosting company that would take the time to help a blogging customer sort out trackback problems is a good one in my book.

 


 

Un-Unreal

By Shamus Posted Thursday May 18, 2006

Filed under: Game Reviews 10 comments

Cinneris has a post about the original Unreal Tournament versus UT2003 and UT2004. I was surprised to read this:

[…] and to this day more people play UT99 than play UT2003 or UT2004.

Wow. I didn’t know that.

When the new UT2003 came out I grabbed it right away. I’d been a hardcore fan of the original. When I played UT2003 I was crushed. It wasn’t the same game at all. This wasn’t just fanboy nitpicking. This wasn’t just a reluctance to embrace a little change. This was more or less a whole different game.

There were two main games for online deathmatch: Quake and UT. One was not better than the other. They enjoyed a little Mac Vs. PC-style rivalry, but neither one truly dominated the market or eclipsed the other. They were just two very different games. So it was a real shock then UT2003 came out and I found it was more or less Quake. What the heck?

Cinneris mentions the double-jump as a major fan irritant. It is a bit too Mario for the world of deathmatch. But my main gripes are multitude, and lie elsewhere.

  • In UT, the default weapon (the weapon you start with as you appear in the game) had some punch to it. In Quake, the starting weapon is a “machine gun” that might – if the target sits still – be able to eventually tickle someone to death.
  • In UT, levels were tighter and running speeds were lower. Characters were proportioned more or less like normal people. In Quake, levels can be large and open, everyone runs at high speeds, and characters are kind of squat and bulky.
  • In UT, weapons and items look like physical items laying around the level. In Quake, they are more iconic: Weapons hover and spin like floating powerups in a Mario game.
  • Quake comparatively less damage. Weapons felt weaker, particularly the lower-level weapons. Individual projectiles did less damage, but weapons shot faster so there was more stuff flying around. This is sometimes called having “spammy” weapons, because it proliferates the number of projectiles flying around the world. Players end up just hosing everything down. In UT, the weapons were more uniform, and the gap between the best weapons and the worst weapons was much narrower. Weapons also had a lot more puch.

Not a Robot Ninja Girl

In all of these ways, UT2003 made itself more like Quake and less like its own predecessor. Take note that I am not knocking Quake. It is a very popular game and has many avid fans, but it is a different game. We now have two games that are more or less the same, the Quake franchise and the UT200x games.

(Many of these changes tilt the game on favor of the better player. In a match with only a few participants, killing someone causes them to respawn in a random location with the starting weapon. If the starting weapon is weak, they will be very vulnerable to being killed again. If there is a big gap between the best guns and the worst ones, then the player who was most recently killed has even more of an uphill battle trying to get back into the game. The result is that the loser keeps losing. In my own opinion, the Quake game is better for the hardcore public deathmatch, or a tournament, but UT seems a little more suited to a pick-up game between friends.)

This move doesn’t make sense from a business standpoint. The fact that so many people would rather play the seven-year-old original instead of moving to the one with the fancy pixels shows that the original has deep, lasting appeal. If these people were just being picky, they would have caved in and moved to the new game years ago. Making the upcoming UT2007 more like the original would entice all of the die-hards to put down the old game and give the new one a try. To wit: Epic could probably sell more games that way.

So this isn’t about money. I can only conclude the guys at Epic just like the Quake-style gameplay better.

Pity.